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One-Way Walk Over


GordoFreemann

Question

I'm trying to set up a trap for the player after they collect a key. They have to go down a walk-way to gather the key and when they turn to go back I want to have a linedef that activates a trap wall revealing monsters. 

Any tips on how to accomplish this?

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I made a quick map to show one potential way of doing it. The trap won't lower until after approaching the key and then going back over the trigger line. Pay attention to the tags, actions, joined sectors, and floor/ceiling heights.

 

This works in vanilla. There maybe easier ways to set it up in more advanced formats.

Trap_Upon_Return.zip

 

PM me if you need help setting it up.

Edited by HAK3180

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2 hours ago, HAK3180 said:

I made a quick map to show one potential way of doing it. The trap won't lower until after approaching the key and then going back over the trigger line. Pay attention to the tags, actions, joined sectors, and floor/ceiling heights.

 

This works in vanilla. There maybe easier ways to set it up in more advanced formats.

Trap_Upon_Return.zip

 

PM me if you need help setting it up.

 

 

Thank you, I'll PM you should I have any questions. 

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